#version 330 core
out vec4 FragColor;
in vec3 Normal;
in vec3 FragPos;
uniform vec3 viewPos;

struct Material {
    sampler2D diffuse;
    sampler2D specular;
    float     shininess;
};

in vec2 TexCoords;

uniform Material material;

struct Light {
    vec3 position;

    vec3 ambient;
    vec3 diffuse;
    vec3 specular;
};

uniform Light light;

void main()
{
    // ambient
       vec3 ambient = light.ambient * texture(material.diffuse, TexCoords).rgb;

       // diffuse
       vec3 norm = normalize(Normal);
       vec3 lightDir = normalize(light.position - FragPos);
       float diff = max(dot(norm, lightDir), 0.0);
       vec3 diffuse = light.diffuse * diff * texture(material.diffuse, TexCoords).rgb;

       // specular
       vec3 viewDir = normalize(viewPos - FragPos);
       vec3 reflectDir = reflect(-lightDir, norm);
       float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
       vec3 specular = light.specular * spec * texture(material.specular, TexCoords).rgb;
 //vec3 specular = light.specular * spec * (vec3(1.0) - vec3(texture(material.specular, TexCoords)));

       vec3 result = ambient + diffuse + specular;
       FragColor = vec4(result, 1.0);

}
